SKULLDUGGERY - Adventures in Horror


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 º                                                                          º
 º                   SKULLDUGGERY - Adventures in Horror                    º
 º                   Copyright (C) 1986, 88, 89 by David Jewett             º
 º                   All rights reserved.                                   º
 º                                                                          º
 º                   Version 3.1                                            º
 º                   October 1, 1989                                        º
 º                                                                          º
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                          DISCLAIMER OF WARRANTY

  THIS SOFTWARE AND DOCUMENTATION ARE PROVIDED "AS IS" AND WITHOUT
  WARRANTIES AS TO PERFORMANCE OR MERCHANTABILITY.  DISTRIBUTORS OF
  THIS SOFTWARE MAY HAVE MADE STATEMENTS ABOUT THIS SOFTWARE, ANY SUCH
  STATEMENTS DO NOT CONSTITUTE WARRANTIES AND SHOULD NOT BE RELIED ON BY
  THE RECIPIENT.

  THIS SOFTWARE IS PROVIDED WITHOUT ANY EXPRESS OR IMPLIED WARRANTIES
  WHATSOEVER. BECAUSE OF THE DIVERSITY OF CONDITIONS AND HARDWARE UNDER
  WHICH THIS SOFTWARE MAY BE USED, NO WARRANTY OF FITNESS FOR A
  PARTICULAR PURPOSE IS OFFERED. THE USER IS ADVISED TO TEST THIS
  SOFTWARE THOROUGHLY BEFORE RELYING ON IT. THE USER MUST ASSUME THE
  ENTIRE RISK OF USING THIS SOFTWARE.  THE AUTHOR ASSUMES NO LIABILITY
  RELATING TO ANY USE OF THE SOFTWARE.


  ABSTRACT

  Skullduggery is a classic text adventure, set on the southeast coast of
  eighteenth-century England.  During this period smuggling goods into
  England was a common enterprise; necessitated primarily by the King's
  tax on imports.  Indeed, it was a rare family who did not participate
  in the smuggler's business at some time.

  In this particular adventure a member of the Royal Family Leominster,
  William the Wildheart, was heavily involved in the business of smuggling.
  However, at some point in his career he was caught and turned-in by
  his family.  As a result of his family's betrayal, William was found
  guilty and executed.

  Although dead, William's hate was intense and it prompted his return
  as a ghost.  Also, William had hidden a massive treasure which
  his family coveted greedily, and which he desired to keep for himself.
  (Who said you can't take it with you?)

  As an angry spirit, William wanted desparately to make his family pay
  for their sins while protecting his treasure against any and all
  intruders.  To this end, William will unmercifully torture any
  individual who enters his domain.

  Skullduggery was originally developed in 'C' for the Apple II series
  computers, executing in 64K of memory.  The program was recently
  ported to the PC-compatible computers.  This version of Skullduggery
  has been tested with DOS 3.2 and DOS 3.3 on various XT and AT clones.
  I sincerely hope you enjoy this adventure.


  SHAREWARE

    ***  COPY THIS PROGRAM AND GIVE IT TO EVERYONE YOU KNOW  ***

  SKULLDUGGERY is distributed as 'shareware' or user-supported software.
  Under this concept, you save the high cost of packaging and distribution
  while still receiving high quality software.  Please distribute this
  software to everyone you know, including friends, BBS's and user groups.
  Any company that provides software duplication and distribution services
  may include SKULLDUGGERY in their catalog and provide copies for a
  reasonable duplication fee.  All copies of the software must include
  the following files:  SKULL.EXE, SKULL.DOC, SKULL.X, SKULL.M, SKULL.T,
  SKULL.MM, SKULL.MO, and SKULL.V.  You are not allowed to modify these
  files in any manner, nor are you allowed to modify this shareware notice.
  The author retains all other rights to the software, including copyright.

  ON-SCREEN HINTS can be enabled on versions 3.0 and later by using a
  special Skullduggery Coder.  Earlier versions (81215, 90215, 90415,
  90525, 90615 and 90801) do not contain the hints feature and therefore,
  do not work with the Skullduggery Coder.

  Under the shareware concept you are encouraged to make a donation to the
  author for any software that you continue to use.  For a donation of
  $10.00 or more, I'll send you a Skullduggery Coder which allows you to
  access the on-screen hints feature for version 3.0 and later.


  Please address all correspondence to:

         David Jewett
         3809 Parkmont Drive
         Plano, Texas 75023

  When writing for any reason, please include the following:
  
      - Your name and address.
      - A description of your system.
      - The VERSION of the game you are running.


  SIGNIFICANT VERSION HISTORY

  ????? - Previous versions existed only on the Apple II and were
   never distributed.

  81215 - First text-only version formally released into Shareware.

  90415 - This version is the first general release with on-screen
          mapping.

  90525 - Enhanced functions for ouija board - if you've been
          playing previous versions, you ought to re-check the
          ouija board.

  3.0   - On-screen hints added in this version.  A special decoder
   is necessary to use this feature.

  3.1   - New forest maps.


  INSTRUCTIONS

  Skullduggery is an interactive text adventure.  A player interacts
  with the game by entering english-language sentences (or commands).
  The game responds with textual information, describing the player's
  current circumstance.  In addition to normal responses, random
  events are generated which may require additional actions on the
  part of the player.  The game possesses a vocabulary of about 425
  words, providing the basis for a fairly elaborate level of play and
  interaction.

  The user may move between locations by entering the following
  commands:

 n, north
 ne
 e, east
 se
 s, south
 sw
 w, west
 nw
 u, up
 d, down

  In addition, the verbs 'enter' and 'exit' are defined at some
  locations and may be useful.

  Most commands can be entered according to one of the following sentence
  structures, or rules:

 <verb>
  - example:  'look'

 <verb> <direct object>
  - example:  'open the oak door'
       'examine ghost'
       'take sand'
       'drop sword'

 <verb> <direct object> <preposition> <indirect object>
  - example:  'unlock the oak door with the iron key'
       'kill the dead man with the shovel'

 <verb> <preposition> <direct object>
  - example:  'look in the bottle'
       'look on the table'
       'pick up the bottle'

 <verb> <direct object> <preposition>
  - example:  'put the bottle down'
       'pick the bottle up'

  Sentences may also be joined with the word 'then' such as the
  following example:

        "put the tooth into the skull then hit the skull with the
           pair of hands"


  Some of the verbs defined in Skullduggery are listed below.  Items
  in parentheses are abreviations of their corresponding full-length
  words.

 "search", "examine (x)", "look (l)",
 "read",  "raise", "pry",
 "hit",  "pick",  "put",
 "place", "set",  "push",
 "move",  "pull",  "dig",
 "kill",  "attack", "extinguish",
 "light", "burn",  "warm",
 "take",  "get",  "carry",
 "drop",  "touch", "yell",
 "open",  "close", "go",
 "walk",  "pour",  "rub",
 "scratch", "scrape", "strike",
 "knock", "turn",  "twist",
 "wait",  "tell",  "say",
 "give",  "climb", "cut",
 "chop",  "stab",  "break",
 "lock",  "unlock", "eat",
 "munch", "drink", "find",
 "jump",  "sit",  "stand",
 "board", "disembark", "clue"

  Certain verbs allow the use of the word 'all'; for example:

 take all,
 drop all,
 pick up all,
 put all down,
 put all into <container>,
 put all on <surface>,
 etc.

  On-screen hints can be obtained by typing 'search' or 'clue <object>'.
  The search verb will retrieve any hint (if one exists) associated with
  the current location.  The clue verb will retrieve any hint (if one
  exists) associated with the specified <object>.


  COMMANDS

  The following commands may be used for information and control
  of game features:

 "inventory (i)" - list objects currently carried by the player
 "quit"  - terminate the game
 "verbose" - enable long room desciptions
 "brief"  - enable short room descriptions (default)
 "save"  - save current game position
 "restore" - restore a previously saved game position
 "again (g)" - execute the last sentence entered
 "hint"  - enables on-screen hints with the aid of
    a decoder.

  The save and restore commands allow the player to save up to
  10 distinct positions in the game.  The game prompts the player
  for a position number.

  The hint command prompts you through the necessary decoding
  steps.


  HINTS

 You must obtain light before night arrives.  The best
 way to do this is to build a fire.  A fire can be built
 in any fireplace using certain tools and ingredients
 that are found in and around any 18th century home.

 When located at the Edge of Inferno, the Grim Reaper will
 appear for re-incarnation.  Sometimes, he's very slow to
 arrive; so keep typing 'wait' (or 'g' for again).

 The potion requires nine ingredients.

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